A network architecture supporting consistent rich behavior in collaborative interactive applications

  • Marsh J
  • Glencross M
  • Pettifer S
 et al. 
  • 29

    Readers

    Mendeley users who have this article in their library.
  • 49

    Citations

    Citations of this article.

Abstract

Network architectures for collaborative virtual reality have traditionally been dominated by client-server and peer-to-peer approaches, with peer-to-peer strategies typically being favored where minimizing latency is a priority, and client-server where consistency is key. With increasingly sophisticated behavior models and the demand for better support for haptics, we argue that neither approach provides sufficient support for these scenarios and, thus, a hybrid architecture is required. We discuss the relative performance of different distribution strategies in the face of real network conditions and illustrate the problems they face. Finally, we present an architecture that successfully meets many of these challenges and demonstrate its use in a distributed virtual prototyping application which supports simultaneous collaboration for assembly, maintenance, and training applications utilizing haptics.

Author-supplied keywords

  • Client/server
  • Computer-aided design
  • Computer-supported collaborative work
  • Computer-supported cooperative work
  • Distributed applications
  • Haptic I/O
  • Modeling and visualization
  • Network architecture and design
  • Simulation
  • Virtual reality

Get free article suggestions today

Mendeley saves you time finding and organizing research

Sign up here
Already have an account ?Sign in

Find this document

Authors

  • James Marsh

  • Mashhuda Glencross

  • Steve Pettifer

  • Roger Hubbold

Cite this document

Choose a citation style from the tabs below

Save time finding and organizing research with Mendeley

Sign up for free